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Quest
Archimonde, The Defiler
A World of Warcraft quest in Malorne's Nightmare. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
This is just Malorne's nightmare of him, not the real thing.
When Malorne casts Shadowfel Burst on you you will be knocked into the air. Falling down may kill you. To lessen the falling damage move to the green healing spot on the floor. The one with the shiny light and the leaves. This spot will also triple any healing you receive.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(42054))
Requirements
Read from the Blizzard quest API.
Description
We have turned the battle, {name}! The Burning Legion is greatly weakened. Only one task remains. Malorne is locked in battle with Archimonde, the demon that slew him ten thousand years ago. Remember, {name}, we are trapped in Malorne's nightmare. There is no telling what will manifest here, but we MUST do something. May Elune guide us, {name}.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaObjective areaIn-game waypoint: /way #760 66.2 67.0
Coordinates
- Turn-inMalorne's Nightmare 66.2, 67.0
/way #760 66.2 67.0 - Objective areaMalorne's Nightmare 25.3, 31.2
/way #760 25.3 31.2 - Objective areaMalorne's Nightmare 61.4, 65.7
/way #760 61.4 65.7
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Getting there
From the turn-in, the objective areas lie:
- Objective area
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 15 comments
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Storyline
The Eternal Dream III
Part 8 of 11.
Previous: The War of the Ancients · Next: The Demi-God's Return
- 1Powering the Portal
- 2Focusing the Energies
- 3Focusing the Energies
- 4Defending the Isles
- 5Enter Nightmare
- 6Defenders of the Dream
- 7The War of the Ancients
- 8Archimonde, The Defiler
- 9The Demi-God's Return
- 10Champion: Remulos
- 11The Emerald Nightmare: The Emerald Nightmare
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- The War of the Ancients
To free Malorne, we must win the War of the Ancients. A millennia ago, this battle took the combined efforts of the greatest defenders of our world. To win now, we must do the same.
After this quest
Taken from the storyline's own step order.
- The Demi-God's Return
<Malorne's voice echoes in your mind.> Mortal you may be, but your valor is worthy of the ancient gods. Nature's spirit lives in you - vibrant, wild, and ferocious. I witness in you the essence of nature's spark - the WILL to survive. Our triumph here will be spoken of for ages to come, <name>.
The storyline at a glance
The Eternal Dream III has 11 steps, from Powering the Portal to The Emerald Nightmare: The Emerald Nightmare.
Maps its steps are placed on (steps per map): The Dreamgrove (7), Malorne's Nightmare (4).
Steps of this storyline count toward:
Other storylines on The Dreamgrove map
- The Dreamgrove
- The Eternal Dream II
- The Eternal Dream I
- G'Hanir, the Mother Tree
- Weapon of Legend
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.